Breeding
Breeding is a core mechanic which allows players to pair up creatures together to potentially create a captive bred offspring they can either keep or abandon to the Nursery. The cooldown between breeding is normally 5 days, 4 if Fertility Serum is used.
Breeding Creatures
To breed, the chosen creatures need to meet the following minimum requirements:
- At least one (1) shared Grouping, as seen in creature's /info page or FRIC
- Opposite sexes, with the exception of hermaphroditic creatures such as Dysonette
- Not currently on breeding cooldown
The following criteria, albeit optional, help improve the chance of successfully breeding an offspring:
- Same Species
- Same Personality
If the pair successfully creates an offspring, they will go directly to the player's main/seasonal baby slots, or held slot if there is no room. The player will not be able to breed any more if held slots are filled up.
Held Slots
Bred creatures stay in held slots for 3 days. If not picked up after three days (when the timer displays 0m), they will be auto-abandoned in the next five-minute interval. Regardless of pick up time, the bred creature will be set to their initial TPS (Time Per Stage). However, if they are auto-abandoned they will only need 12 hours to mature upon claiming from the Nursery.
- Note: While Seasonal creatures have separate growing slots, they still share the same four held slots as the regular creatures.
Rarity
Rarities play a major part in determining whether the pair creates an offspring or not. Very Common will almost always breed true, while it may take several attempts to acquire a Super Rare offspring.
- When breeding a pair of different Very Common species together, ELEMER and Glass-Winged Mew for example, the odds of obtaining either species is about 50/50 (if they do produce).
- However, when breeding different species with vast difference in rarity, like Qidrik and Gemstealer, it may take several attempts to obtain the rarer species.
Seasonal
Seasonal creatures behave quite differently from their normal counterparts. Once a specific seasonal Sector is open, the creatures originated from said Sector are guaranteed to breed true when bred with regular creatures.
- If different in-season creatures are bred together, the odds of obtaining one of either species may be about 50/50.
When seasonal creatures are out of season for the year, they are significantly rarer than regular Super Rare creatures in terms of breeding. Out-of-season creatures are extremely difficult to breed for, may even take several hundred attempts to breed just one. Therefore it is strongly recommended to breed any planned ancestry trees right away while the included seasonal creatures are still in-season.
Ancestry Tree
Also known as lineage, pedigree, and family tree. The maximum amount of generations shown in an ancestry tree is eight (8). Wild caught creatures' ID boxes in the tree are highlighted.
Common Breeding Terminologies
Some of the breeding terminologies commonly used across petsites, which may come in handy for understanding trade messages:
- WC/G1/1G: Wild Caught — The creature is obtained directly from Sectors (or Limited Pickup and Delve reward, in which cases they are untradeable).
- CB: Captive Bred — Any bred creatures. Not to be confused with Cave Born from Dragon Cave.
- G2/2G+: The count of generation, starting from the first Wild Caught creature displayed in the ancestry tree.
- Inbred: The creature was bred to its family member. Sometimes intentional.
- Even-gen/EG: Even Generation — All of the Wild Caught creatures in the ancestry tree are lined up, forming a triangle shape.
- Checker: A type of Even Generation pairing two different species. The male of each pair always represent one species, and the female the another species.
- Spiral: The creature and its subsequent offsprings are bred to WCs; the Captive Bred creature alternates their gender every generation, forming a spiral-like pattern in the ancestry tree.
- Stair: Similar to spiral, but the Captive Bred creature retains the same gender throughout the ancestry tree.
- Heart: A combination of several stair patterns, creating a shape akin to heart. Typically 5G.
- Messy: No apparent pattern in the ancestry tree; typically long and chaotic.